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Polaris RX 480 / RX 470 / RX 460 Discussion Thread - Page 70  

post #691 of 991
Quote:
Originally Posted by dagget3450 View Post

Quote:
Originally Posted by Sonikku13 View Post

So, will 4 GB VRAM be a limiting factor in late 2016 and throughout 2017? If so, then I'm tempted to get a 480 with 8 GB of VRAM as a backup...

I do plan to get Navi in 2018 though, so the GPU has to tide it's way through then.

supposedly there are 4gb rx 480's that can be unlocked to 8gb

Not interested in unlocking, just wanna find a decently priced 480. I should have pounced when I had the chance...
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post #692 of 991
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Originally Posted by flopper View Post

Playing BF4 using Mantle was a 30+fps difference and the smoothness was a huge difference for me.
Played at 5040x1050 with a 290.
could set 115fps with Mantle.
dx11 was crap there.

Mantle was a big changer for me as well on BF4.

Frame times went significantly down, while getting 15 to 20 FPS more.
post #693 of 991
Thread Starter 
Quote:
Originally Posted by SlackerITGuy View Post

Mantle was a big changer for me as well on BF4.

Frame times went significantly down, while getting 15 to 20 FPS more.

With vulkan API in Doom i am able to use No AA vs TSSAA8x and have no loss on FPS on my FuryX. I dont recall mantle doing that?

In terms of AA affecting fps i mean.
post #694 of 991
Quote:
Originally Posted by dagget3450 View Post

With vulkan API in Doom i am able to use No AA vs TSSAA8x and have no loss on FPS on my FuryX. I dont recall mantle doing that?

In terms of AA affecting fps i mean.

TSAA is not "real" AA. Its a shader post effect, async shading means it can be done in the pipeline "bubbles" or under-used shader hardware where no code would normally be executed under OpenGL or Direct X 11. Therefore it has zero impact on FPS.

In theory you could do this in Mantle as well.
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post #695 of 991
Quote:
Originally Posted by KarathKasun View Post

TSAA is not "real" AA. Its a shader post effect, async shading means it can be done in the pipeline "bubbles" or under-used shader hardware where no code would normally be executed under OpenGL or Direct X 11. Therefore it has zero impact on FPS.

In theory you could do this in Mantle as well.

It is real AA. It combines the vectors of some frames to avoid calculating each frame and then it pass the effect as post effect.

https://bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing/
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post #696 of 991
Haven't seen other websites being able to reproduce that Fury X advantage.

Most seem to result in a tie between Fury x and 980ti reference.
post #697 of 991
Quote:
Originally Posted by spyshagg View Post

Haven't seen other websites being able to reproduce that Fury X advantage.

Most seem to result in a tie between Fury x and 980ti reference.
Which one? So far almost every user and review test shows big gains on Fiji and 3xx and 2xx.

---

LN2, Elmor, reddit:



Edited by JackCY - 7/14/16 at 4:08am
post #698 of 991
global foundries, hw unboxed, some other websites. None of them reproduced the huge disparity between computerbase benchmark
post #699 of 991
What disparities, the % gains I see are about the same even on cb.de. Some look at minimum fps some at average and none have a Doom benchmark because it seems that ID Software removed the benchmark/demo function like Q3A had or the reviewers didn't find it in the new ID Tech. I don't have Doom and an AMD at the moment, ASUS owns me a working GPU for like 2 months now, endless RMA frown.gif
So far they've said there is no benchmark in Doom to replicate a scene 100% equal. Foundries said they can't use their injector to compare FPS.

Dunno they should just run one map from singleplayer say 10min, just freakin' play it, it's long enough to give a comparable average FPS. But with a large number of GPUs it turns into a whole day of work and playing one scene over and over.

Reviewers also don't always use comparable settings in the game nor comparable CPU.
The difference between NV and AMD in the reviews comes down to those in game settings etc. I guess that's the disparity you mean? NV vs AMD? I think one should rather look at OGL vs Vulkan instead. The review results are often dreamy on overpowered systems, but if you look at user reviews with systems similar to yours the gains are still huge for AMD especially with slower CPUs.

Overall the gain with Vulkan for AMD is huge and removes the bottleneck present in DX and OGL. So far even DX12 is subpar IMHO and only tries to catch up to what Mantle started.
post #700 of 991
Quote:
Originally Posted by dagget3450 View Post

With vulkan API in Doom i am able to use No AA vs TSSAA8x and have no loss on FPS on my FuryX. I dont recall mantle doing that?

In terms of AA affecting fps i mean.

Yup, that wasn't a thing for BF4's Mantle renderer.

MSAA still had the same performance hit as with DirectX 11.1

One has to imagine that probably their focus back then was just to get it going, so nothing fancy like doing parallel asynchronous tasks was on their table.
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